Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Night Ops » Night OPs Manual
Night OPs Manual[message #223126] Wed, 24 June 2009 17:21 Go to next message
Off_Topic

 
Messages:1052
Registered:January 2009
http://i657.photobucket.com/albums/uu293/off_topic/ivan_dolvich.jpg


Здравствуйте, добро пожаловать на мой класс на ночь ... You do not speak Russian? Ah, I miss days when Russia was at war with everybody.

The Night Ops Mod was designed to be played, as the name suggests, at night. During the day the enemy is very well equipped to deal with any threat. They will use Grenade Launchers and Mortars to halt your attack. For this reason it is best to defend during the day and attack at night.

So, think you good enough to take on Night Operations, we will see...

[color:#3333FF]INI Settings[/color]

1=On 0=Off

(Not a spoiler, just neater. Please read to get the most from NOPS)

Toggle Spoiler


[color:#3333FF]Major Field Changes[/color]


http://i657.photobucket.com/albums/uu293/off_topic/ivan_dolvich.jpg

We'll bring her down, I am highly trained killer, first we look at changes.

[color:#33CC00]To enter Turn Based Mode, press "D".[/color]

[color:#33CC00]You can now load during an enemies turn with Ctrl+L.[/color]

[color:#33CC00]To remove grenades from the RPG-16 equipped in your main hand, press (Alt + U).[/color]

[color:#33CC00]To change the level of general night lighting press Alt + '-', Alt + '='.[/color]


[color:#33CC00]Using Sniper Scopes and enhancing your aim "J"[/color]

You can also prime your weapon by clicking the RMB, then holding it down to bring up the 3x3 menu and selecting the target icon. Another way is to select this icon twice from the 3x3 menu.

In the image below Ivan is equipped with a SMG, even with it cocked he cannot see the enemy.

http://i657.photobucket.com/albums/uu293/off_topic/G1.jpg


In the next image he has a Sniper Rifle, he can only sight the enemy when he looks "J" through the scope.

Careful! When looking through the scope of a gun, you can only see the area you are targeting.

Every shot you take reduces stamina.


http://i657.photobucket.com/albums/uu293/off_topic/G2.jpg

[color:#3333FF]New Tactics[/color]

http://i657.photobucket.com/albums/uu293/off_topic/ivan_dolvich.jpg

[color:#33CC00]One of the great new features of N.Ops is the ability to roll in and out of cover using the "Alt" key while prone.[/color]

You can also now throw grenades from a crouched position.

If you are hit for 4 or less HP you will be auto bandaged.

http://i657.photobucket.com/albums/uu293/off_topic/G3.jpg

http://i657.photobucket.com/albums/uu293/off_topic/ivan_dolvich.jpg

Guns can overheat in N.Ops, keep an eye on the red bar to the left of your gun. When it is full, the weapon will degrade and eventually become unusable for a turn or two.

Unreliable weapons Jam when less than 90%, use good soviet made weapon instead.

http://i657.photobucket.com/albums/uu293/off_topic/G5.jpg

http://i657.photobucket.com/albums/uu293/off_topic/ivan_dolvich.jpg

http://i657.photobucket.com/albums/uu293/off_topic/G6.jpg

[color:#33CC00]Hold "Alt" over enemy to see CTH or press "Y" to remain displayed, if you are shooting from a prone position where your guns is resting on a solid surface, your shot will be more precise.[/color]

http://i657.photobucket.com/albums/uu293/off_topic/G7.jpg

[color:#3333FF]Logistics[/color]

Armour now comes with slots to store equipment without an AP penalty.

Automatic attachment of items in the inventory when hiring mercenaries from AIM and MERC.

Increased the initial amount of money by 10000.

Lock pick and mine detector now usable from pocket.

Cars have their own inventory.

Ammo Mags can be taped together.

Recalculation of the item's weight when placing it in the inventory.

Placing of sandbags. Bags can be placed in sectors with a militia present from 7 to 19 hours.

Sand Bag Tutorial

The repair rate of items is set in (TTX.txt).

AP costs to access Mercs inventory. 3AP spent for equipping items to hand slot, 5AP to head-slots, and 10AP for slots in the body and legs.

Attachments are not available to buy from traders.

[color:#990000]Automatic filling of canteens 4 times a day. Canteens hold more water.[/color]

[color:#3333FF]
Weapons
[/color]

Every weapon has an individual AP for burst fire (TTX.txt)

Removed Rod+spring

Weapon recoil (TTX.txt)

When shooting with machine guns prone penalty is minimal. Jeeps and tanks constantly have minimal penalty.

Table of distribution of weapons (the enemy, the police) depending on progress (TTH).

Automatic installation of the pre-integrated attachments at delivery of your purchase.

Restricted the removal of the pre-integrated attachments.

Pre-(integrated) attachments have no weight.

Charging the arms cartridges of varying effectiveness to progress the game.

Removed Pipe+tape+glue

GM-94 grenade launcher from the M79 - has 4 grenades.

Variable penalty to head shots, depending on the distance to the target.

[color:#990000]Muzzle flash suppressed by silencer (Needed at night).[/color]

Colour coded cartridges. Each type of weapon has an individual color, depending on the properties.

0 - Normal: Damage - Armour. (gray)
1 - HP: (Damage - Armour * 1.5) * 1.7 (light blue)
2 - AP: Damage - Armour * .68 (light pink)
3 - SAP 1: Damage - Armour * .5 (pink)
4 - Buckshot. (yellow-brown)
7 - high armor 2: Damage - Armour * .5 (bright red)
8 - superbroneboynye: Damage - Armour * .375 (dark red)
9 - exploding: Damage * 1.33 - Armour (Yellow)
10 - armor-fire: Damage * 1.33 - Armour * .75 (orange)
11 - tranquilizer: Damage (armor ignoring) (green)


RG-6 grenade launcher has 6 grenades.

Experimental weapon OICW.

Select the length of the burst (up to 12 shots) with the mouse wheel.

Replaceable barrels for weapons (machine guns - actually with feature "heated weapon").

Blinding by all types of bullets when hit in the face.

Recoil of large-caliber weapons (KSVK, Barrett, Kord) can be damaging, if the shooter is not of "Big Male" type (does apply to opponent). For other bodytypes shooting with large-caliber weapons must be at prone.

Dropped weapons are automatically reloaded with ammo which correspond the current game's progress

Game validates(???) attachments on weapons distributed on maps.

Aiming burst. Aim as well as with single shots. Aiming affects only the first shot in a burst.

Game restores missing attachments built-in weapons at sale to traders. (validate all integrated attaches)


[color:#3333FF]Sights[/color]

Bonus-range view with Night Scope (+3 tiles) and Sniper Scope (+3 tiles - if weapon non Sniper Rifle, +15 tiles at Sniper Rifles), Depending on the lighting of sector (TTX.txt - parameter "RangeBonus").

Game automatically choses between the Night Scope and Sniper Scope, depending on the lighting of Sector (i.e. if night - working Night Scope, if day - working Sniper Scope).

Collimator sight increases accuracy and speed of sight.
[color:#990000]
If you have Collimator and Sniper Scope when you aim at target without right clicks of mouse - Collimator is working (i.e. "fast shot"). But if you right-clicks on target, the game selects the Sniper Scope.
[/color]
Railmounts to install Scopes on the weapon (for example, Sniper Scope at MP5SD3).

Limit the range of Laser Scope (15 tiles). Accuracy bonuses of Laser Scope similar to a Collimator, so they do not need to combine weapons. (Collimator is better than Laser Scope)

Reduced effectiveness of Scopes, if the weapon's not Sniper Rifle. If weapon's Sniper Rifle, but the shooter has not trait "Sniper" then reduced effectiveness depending on the accuracy (if Accuracy > 90 - then shooter can use Sniper Rifle but "Sniper" specialists use it much better).

Cheat-item: "Binoculars" - RangeBonus=30 (day and night)

An alternative mechanism for calculating the cost of AR (1 +2 +3 +4) in the aim of optics.


[color:#3333FF]Cosmetics[/color]


Turn off the shadows of objects in the inventory (ini).

Changed default settings of the game.

Option "Drop All" instead of "Metric system".

In Arulco there are now 5 types of troops - the Army (green), Guard (gray), Royal Guards (white), the internal forces/police (blue) and Marines (blue-gray).

Site of the BR is available from the beginning of the game.

Changed items for IMP.

John Culba sends you
Toggle Spoiler


Disabled encryption saves.

Enable the Ctrl + Enter and Alt + Enter.

Assign in "TTX.txt" parameter "Color" and armour/leggins in game will change dynamically to your chosen colro.


Drawing up a strategic map of the port Peskado.

Displays on the strategic map of the fifth SAM-site (under construction) - near the Balime.

In item's tooltip you have new information

Maximum AP for aiming is displayed with red font.

Option to chose "ProgressDropItems=1/0" in "noptions.ini". "Drop all" the only affects items with Coolness less current progress of game. Prevents uber weapons drops early in game.

[color:#3333FF]Tactical Gameplay[/color]

Reduced damage of items from the water.

Increased overall range of from 25 to 29 tiles (ini).

Sector sight (in combat mode).

A different degree of reduction in lateral view, depending on the sighting means: through the open sights, through the optics (OP, OP).

Range of view from the roof (5 day, 3 night).

Bonus "sniper" (+15%) now works form everywhere only from the roof. It also affects the more efficient use of optics.

Camo poncho: head, torso, legs

The probability of critical hits (headshot 80%, 10% torso, legs 5%).

Increase the probability of

[Updated on: Fri, 03 July 2009 15:56] by Moderator



Re: Night OPs Manual[message #223170] Wed, 24 June 2009 19:36 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Did you find sell all ?


Re: Night OPs Manual[message #223174] Wed, 24 June 2009 19:41 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
what the hell are clay and skin? i know that too much of the latter is wasted on flo, but what is it?

can+rdx+shit->mustardgas?
Re: Night OPs Manual[message #223178] Wed, 24 June 2009 19:59 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1570
Registered:March 2009
Location: Broadwurschd-City
I do need more equipment

Toggle Spoiler
Re: Night OPs Manual[message #223213] Wed, 24 June 2009 22:31 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Quote:
what the hell are clay and skin?


I don't normally play Sci-Fi so i haven't tried it, i presume it's creature hide and shit.


Re: Night OPs Manual[message #225021] Fri, 03 July 2009 00:46 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
This Manual has been updated and well worth a read by anyone playing, or planning to play N.Ops.


Re: Night OPs Manual[message #225294] Fri, 03 July 2009 21:41 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
UPDATED !!!! Whole friggin book here now.......... :ok:
Well done OT , this means reading tonight , then starting ALL over again :bow:

EDIT : 5 attempts at restarting , 4 times squad wiped out and 1 time left with 2 crippled husks of men.............. grrrr , back in we go ............. Mad

[Updated on: Fri, 03 July 2009 22:49] by Moderator



Re: Night OPs Manual[message #225313] Fri, 03 July 2009 23:00 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
get ready dude - you're goin' in
Re: Night OPs Manual[message #225316] Fri, 03 July 2009 23:34 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
I found myself in the same boat on Experienced, ran into a very tough forest fight before Drassen.

I found going in you need an IMP with Night Ops (+ Stealth),

1 Night Ops Merc at least,

1 Medic (Medical +60), There's no way you're not going to get hit,

1 Merc with Sniper Skill.

I found you need to use "Break Lights" a bit more intelligently, they scarper away from the light like cockroaches and then flank you.

Same for Mustard/Tear Gas.


Re: Night OPs Manual[message #225327] Sat, 04 July 2009 00:07 Go to previous messageGo to next message
Shanga

 
Messages:3538
Registered:January 2000
Location: Danubia
I bomb the hell out of the "cockroaches", grenades are plenty. Did you get your hands on a P90? Thats a true room sweeper and I guess is deadly as hell in night missions.

[Updated on: Sat, 04 July 2009 00:08] by Moderator



Re: Night OPs Manual[message #225333] Sat, 04 July 2009 00:18 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
p90 is quite nice - i think you don't need a sniper - i've ordered a no/auto-impress and she sweeps entire sectors with a silenced smg (matter of fact she has two due to overheating) added razor, grunty, md, haywire and (a must) gasket - had no problem to take drassen (i changed all the maps in the ne-quadrant to the heavier ones - and allways have militia in omerta) oc the remaining militia gets shot. work with two groups: impress, grunty, razor (silent/forward) and gasket, md, haywire (dumb/loud/backup)
Re: Night OPs Manual[message #225399] Sat, 04 July 2009 10:38 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Quote:
i think you don't need a sniper


Not as much as in Vanilla/1.13, but handy for defending during the day or the odd daylight sortie. The Scope "J" can give you the edge when you're outnumbered, even just for spotting them.

I found it's hard to play a Semi Iron Man Mode with N.Ops: maybe i'm rusty or it's a lot tougher than most Mods.


Re: Night OPs Manual[message #225402] Sat, 04 July 2009 10:41 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
should have said 'from the beginning' - i also hire steroid for one day. shadow for one day is to loose money - that crossbow is ******.
Re: Night OPs Manual[message #225410] Sat, 04 July 2009 10:58 Go to previous messageGo to next message
lockie

 
Messages:3968
Registered:February 2006
Location: Scotland
Quote:
maybe i'm rusty or it's a lot tougher than most Mods.

Hmmm , I'm leaning towards the 'tougher ' option Very Happy


Re: Night OPs Manual[message #225411] Sat, 04 July 2009 10:58 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Logisteric
should have said 'from the beginning' - i also hire steroid for one day. shadow for one day is to loose money - that crossbow is ******.


I guess, but when you do get to Sniper Country, unless you have a trained sharpshooter you're wasting your time.

Does ******* mean good or bad?


Re: Night OPs Manual[message #225415] Sat, 04 July 2009 11:02 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
something censored Surprised you shoot someone who doesn't see you and a ll you get is sth between -10 and -20
Re: Night OPs Manual[message #225417] Sat, 04 July 2009 11:04 Go to previous messageGo to next message
Off_Topic

 
Messages:1052
Registered:January 2009
Lol... I can see that. Didn't know if you meant "The Dog's *******", or just "******"!


Re: Night OPs Manual[message #294771] Fri, 09 December 2011 11:37 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Stickied per Schein's request.


Re: Night OPs Manual[message #322133] Thu, 27 June 2013 20:54 Go to previous messageGo to next message
Thor Kaufman

 
Messages:26
Registered:January 2003
Great mod. One thing that irks me, the Sniper quest (Alma prison) can't be completed with the classic maps because he isn't placed there.
Re: Night OPs Manual[message #326273] Sat, 05 October 2013 20:38 Go to previous messageGo to next message
Don Holmes
Messages:5
Registered:December 2005
Location: Denmark

hey you guys anyone haveing problems with sector J1 ??
im stuck in that sector ! cant travel in any direction and skyrider cant pic me up and he cant leave either when landed.
please help me out here.
great mod by the way Cool
Re: Night OPs Manual[message #326274] Sat, 05 October 2013 21:13 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Don Holmes

J1 isn't a part of Arulco, it's a bonus sector, so you can't enter or leave it on foot or by helicopter.

As I understand you've entered this sector by the teleport from San Mona. Now you should use another teleport, which will bring you back.

It's placed on the road, which leads to the North from the sector.

Quote:
great mod by the way
Thank you. Smile

☆★GL★☆
Re: Night OPs Manual[message #326307] Sun, 06 October 2013 19:11 Go to previous messageGo to next message
Don Holmes
Messages:5
Registered:December 2005
Location: Denmark

okay Smile ill try again thanks for the quick reply and once again great mod im loving it Cool
Re: Night OPs Manual[message #326314] Sun, 06 October 2013 23:14 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Don Holmes You are welcome.

Ask any questions you need and I'll try to help you.

☆★GL★☆
Re: Night OPs Manual[message #326432] Thu, 10 October 2013 13:26 Go to previous messageGo to next message
Don Holmes
Messages:5
Registered:December 2005
Location: Denmark

just got stuck again on the roadblock next to orta !! cant travel and neither can skyrider and i just got prepared to attack tha capital Sad time keeps going but my mercs arrival keeps getting prosponed can you help me ? ive tried it in ordinary JA2 too a long time ago
Re: Night OPs Manual[message #326435] Thu, 10 October 2013 15:19 Go to previous messageGo to next message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
@Don Holmes I can't help you without seeing the problem now.

Please, give me your save to look on it.

☆★GL★☆
Re: Night OPs Manual[message #326438] Thu, 10 October 2013 17:27 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
There was a problem with postponed travel when there were bloodcats in the currently loaded sector. Might be related to your problem.

Re: Night OPs Manual[message #326447] Thu, 10 October 2013 20:50 Go to previous messageGo to next message
Don Holmes
Messages:5
Registered:December 2005
Location: Denmark

whats your E-mail Arulcish_Lion Smile or can i do it on this page ??

[Updated on: Thu, 10 October 2013 20:51] by Moderator

Re: Night OPs Manual[message #326448] Thu, 10 October 2013 20:53 Go to previous messageGo to next message
Don Holmes
Messages:5
Registered:December 2005
Location: Denmark

SilverSurfer : thats right i totally forgot about that Smile cant remember how to fix it though ? do i just have to search the sector for bloodcats or is the save trash now ?
Re: Night OPs Manual[message #326450] Thu, 10 October 2013 21:09 Go to previous messageGo to next message
silversurfer

 
Messages:2207
Registered:May 2009
Yes, just look for the bloodcats and kill them if they are the reason for the delay.

Re: Night OPs Manual[message #326458] Fri, 11 October 2013 00:04 Go to previous message
Arulcish_Lion

 
Messages:263
Registered:January 2013
Location: Saint-Petersburg, Russia
So, as I remember, near Orta bloodcats live in sectors K3, J6 and K6.

Killing them may solve the problem if it's caused by them.

As for saved games, we usually use a link to a file, placed wherever you like.
Our Russian forum allows to attach small archives to post, but here it isn't possible. Sad

As for crashed (and not working) saves, we know, how to repair them.

By the way, any information about your operating system version and anti-virus may help to solve the problem. Sometimes anti-virus tries to damage saves, sometimes it managed to do this.

We have partly fixed the anti-virus problem.

☆★GL★☆
Previous Topic: grenade bug
Next Topic: Ja2 Night Ops Official English version
Goto Forum:
  


Current Time: Tue Dec 12 08:11:07 EET 2017

Total time taken to generate the page: 0.01099 seconds